Bonsai Bases

DreadDread Join Date: 2002-07-24 Member: 993Members
<div class="IPBDescription">They HAVE to go</div> You know how it works, commander stacks the whole base around an electrified TF in order to protect it from Skulks with low cost. It can't go on like this. It takes away the whole 'gritty marine feeling' by looking downright supid. Not to mention that it's not supposed to work like this. Turrets are not used often enough and this tactic makes the gameplay repetive, boring and the great immersion of being a TSA marine is totally gone.

Electricity: Purpose was to make TF placing less vital, so you wouldn't have to cram it against a wall. Electricity was supposed to protect the TF/RT from Skulk attacks.

Turrets: These are supposed to be the bases defending power, besides marines that is. Commander should be concentrating how he can strategically place the turrets to cover all the entrances and buildings, instead of stacking 6+ buildings around one turret factory.

And don't mention the word 'balance', please. There are hundreds and thousands of variables that can be tweaked to balance NS. Bonsai bases however, shouldn't be a strategy availlable.

Conclusion: It just doesn't fit in, ruins the immersion, makes turrets obsolete and screws up commander priorities; he should be thinking about strategic turret placement instead of 'strategically' ramming a base in über compact size. TSA != Swiss army <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

And when Gorges really start Bile Bombing marine bases, the game is already over and it doesn't matter if the buildings are stacked or not. So there's no cons to stacking either.
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Comments

  • Ded_GuyDed_Guy Join Date: 2003-10-19 Member: 21774Members
    It's being taken out ........ /Been taken out, for 3.0

    Wiith minimum distance between structures
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    I like the stacked base strat. Works most of the time. Plus it's easier, you don't have to worry about skulks killing base, and bile bomb? What bile bomb, with a base set up like that all the marines just go out cap res and protect it.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    <!--QuoteBegin--Ded_Guy+Jan 14 2004, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ded_Guy @ Jan 14 2004, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's being taken out ........ /Been taken out, for 3.0

    Wiith minimum distance between structures <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    \o/

    Damn, I never noticed this in the changelogs. If that's true, I'll just SUMF and let this thread sink <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    But have you ever noticed while it is annoying, that 50 res spent in base means later upgrades and later tech? Usually when I see a comm do this I think he's inexperienced so he doesn't know anything better to do.

    In fact I've seen probably more wins from a marine team without this bansai base. Upgrades + pressure on the hive + a few mines here and there work much better toward winning the game then electrifying a turret factory in base.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Dread+Jan 14 2004, 07:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dread @ Jan 14 2004, 07:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know how it works, commander stacks the whole base around an electrified TF in order to protect it from Skulks with low cost. It can't go on like this. It takes away the whole 'gritty marine feeling' by looking downright supid. Not to mention that it's not supposed to work like this. Turrets are not used often enough and this tactic makes the gameplay repetive, boring and the great immersion of being a TSA marine is totally gone.

    Electricity: Purpose was to make TF placing less vital, so you wouldn't have to cram it against a wall. Electricity was supposed to protect the TF/RT from Skulk attacks.

    Turrets: These are supposed to be the bases defending power, besides marines that is. Commander should be concentrating how he can strategically place the turrets to cover all the entrances and buildings, instead of stacking 6+ buildings around one turret factory.

    And don't mention the word 'balance', please. There are hundreds and thousands of variables that can be tweaked to balance NS. Bonsai bases however, shouldn't be a strategy availlable.

    Conclusion: It just doesn't fit in, ruins the immersion, makes turrets obsolete and screws up commander priorities; he should be thinking about strategic turret placement instead of 'strategically' ramming a base in über compact size. TSA != Swiss army <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    And when Gorges really start Bile Bombing marine bases, the game is already over and it doesn't matter if the buildings are stacked or not. So there's no cons to stacking either. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Okay;


    Bonsai bases have been removed. All buildings carry a minimum build distance penalty to them.

    However, electricity's range has been increased to compensate for this, so one elec TF can still protect a base.



    And no offense dread, but if you really think 50 res at the start of the game is cheap enough so that you don't have to defend it is unfair, then I can't agree with that.

    Any game where I see marines elec at the start almost always results in a loss for them, esp. on scrims this tatic is suicide.

    Just get some fades as aliens and you will have an easy time killing lv. 1 armor marines with lv. 0 weapons. Once they are stuck at base you can claim the map and another hive and it's GG from there.

    Also, your interpretation of electricity is not true. Flayra wanted electricity to remain as an alternate form of base defense, because many times turrets just can't cut it as they don't fire through buildings.

    I'm sorry you don't feel the same way but try to remember this isn't your game.

    And I think it fits in fine, and is really immersive as testamount to marine's staying power in certain area's as well as their abilitiy to make a situation adapt to them, which was the original and prevailing theme for marines.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Agree with Forlorn.

    Stacked bases is a lot more common on public servers with n00b comms than on good servers/scrims.
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    done well, bonsai bases can be very effective, mainly in early game to deter the skulk looking for a free meal, but also later game with the odd fade that runs in - it provides that bit extra damage to help take them out.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--Spetznaz_1+Jan 14 2004, 02:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spetznaz_1 @ Jan 14 2004, 02:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Stacked bases is a lot more common on public servers with n00b comms than on good servers/scrims. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Using elec' TFs does not mean your a noob comm at all. Eleced TFs are actually a very good way of protecting bases on a pub if you don't know your marines can protect base.
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    I think you just contradicted yourself.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Remember, for the price of electricity you can have 3 turrets (unless the price was reduced and i didnt notice). Usually 1 or 2 will work at the start (if you build againt a wall) and you can add another couple later - or use mines. Remember electricity doesnt prevent skulks spawn camping.
  • tankefugltankefugl One Script To Rule Them All... Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
    Electrified tf = a n00b comm?

    Remember, we've been through TF first = n00b comm, TF at all = n00b comm, no elec = n00b comm etc.

    Each option can be used for each type of game. It's the commander's job to judge the skills of his marines and according to. Don't be so hasty to throw out n00b stickers, please.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    ok first of all, I'm with forlorn. Protecting base with a tf/anything is a waste. The best base defense is an infantry portal, a pack of well placed mines, and upgraded marines. Someone is almost always dead and spawning in. It only takes 1 mine, or 11 lmg bullets, or 6 pisto bullets to kill a skulk early in the game. If you can't do this, you are gonna lose anyway.

    That aside, an elec tf protecting all your base structures is the next best thing. Other than protecting all your structures, elecing a tf just to protect the tf has no point. Why would you spend 30 res to get a very limited ranged, low powered attack when you could spend the same amount on 3 turrets which have a very long range, and do more damage. Just build the tf in a corner, and you can cover all sides with each turret, along with a phase gate.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    edited January 2004
    <!--QuoteBegin--Forlorn+Jan 14 2004, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jan 14 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And no offense dread, but if you really think 50 res at the start of the game is cheap enough so that you don't have to defend it is unfair, then I can't agree with that. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you read my post, I'm not talking about balance or resource costs. I'm talking about:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->t just doesn't fit in, ruins the immersion, makes turrets obsolete and screws up commander priorities; he should be thinking about strategic turret placement instead of 'strategically' ramming a base in über compact size.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Concentrate on what I'm saying.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Also, your interpretation of electricity is not true.  Flayra wanted electricity to remain as an alternate form of base defense, because many times turrets just can't cut it as they don't fire through buildings.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    My interpretation is completely correct. The problem used to be that if you placed the TF incorrectly, a Skulk could sneak behind it(between wall and the TF) and chomp it easily down and it was hard to place turrets so that they protect the tf completely. Electricity was implemented, like Flayra himself said, to make TF placement less important. Of course I can't be sure what he nowadays wants, but the last thing what was on Devs mind when electricity was first introduced, was cramming ips, ccs, pgs, armslabs and EVERYTHING around one TF. Electricity was supposed to make TF's protect _themselves_, just like RTs.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm sorry you don't feel the same way but try to remember this isn't your game.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I've not offended you in any way but the way I interpret that, is that you want to annoy me on purpose. Don't. Currently I have very little understanding for sarcastic remarks.

    Edit: Spelling
  • FunkapotamusFunkapotamus Join Date: 2003-11-19 Member: 23164Members
    If I see a tf go down along with the starting IP/Armory, I instantly vote to boot.
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    <!--QuoteBegin--Funkapotamus+Jan 14 2004, 07:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Funkapotamus @ Jan 14 2004, 07:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I see a tf go down along with the starting IP/Armory, I instantly vote to boot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's not as much about if it's a viable strategy, but more about if a strategy like that should be availlable. It's similiar to stacking 8 OC's in to one pile(put them on each other) to create a super OC. It's not meant to be in the game, not like this. I wouldn't even mind TF's being used to protect the whole base with much larger electricity range, I just want to get rid of the so called Bonsai Bases. It appears that at least they are gone.
  • SpoogeSpooge Thunderbolt missile in your cheerios Join Date: 2002-01-25 Member: 67Members
    <!--QuoteBegin--Funkapotamus+Jan 14 2004, 12:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Funkapotamus @ Jan 14 2004, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I see a tf go down along with the starting IP/Armory, I instantly vote to boot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is silly nonsense and I hope you were being flippant. While I can't speak for clan matches, in a pub game an unelectrified rt is a waste of res. The problem is, you need a TF in order to electrify. If you send your team out to gather resources and you don't have a TF in base, you'll be wasting all your time rebuilding RTs.

    While I have an occasional minor gripe about the new structure placement (3.0) overall I like the way it ruins this "cluster base" movement.
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    For what reason did Flayra have for giving marines ANOTHER way of base defense?

    As if turrets, mines, and marines wasn't enough? FFS give aliens the freaking siege cannon.
  • serioushamseriousham Join Date: 2003-12-09 Member: 24174Members
    If a base gets taken down at all, it's **** alertness not **** defense.
    (If you're not being owned anyway)
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    <!--QuoteBegin--Spooge+Jan 14 2004, 01:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spooge @ Jan 14 2004, 01:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Funkapotamus+Jan 14 2004, 12:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Funkapotamus @ Jan 14 2004, 12:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If I see a tf go down along with the starting IP/Armory, I instantly vote to boot. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This is silly nonsense and I hope you were being flippant. While I can't speak for clan matches, in a pub game an unelectrified rt is a waste of res. The problem is, you need a TF in order to electrify. If you send your team out to gather resources and you don't have a TF in base, you'll be wasting all your time rebuilding RTs.

    While I have an occasional minor gripe about the new structure placement (3.0) overall I like the way it ruins this "cluster base" movement. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Whoa, even on a pub electrifying every RT is a huge waste of res. Given that the aliens will drop defense chambers some will go fade before 4 minutes, fades will completely nullify electricity. At this point you probably have no or minimal upgrades and probably no weapons in the field so you get pushed back and GG. On the pubs I play on, we all have our doubts about the commander if he drops a TF in base immediatly. If the aliens are able to attack your base that much, its because you're not putting enough pressure on the hive anyways and you'll lose anyways.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I only do this in large games (more than 8) as less than that it's much more cost effective to go with mines. The only reason you can get away with it in larger games is slower alien res. Which means later fades and later hives.

    Electrification of res should only be done on nodes in contention (near their hive or hard to defend) and then only after you have the entire map and upgrades are already going.
  • VictimVictim Join Date: 2003-09-26 Member: 21243Members
    Fades don't completely nullify electricity. What they do is allow a single alien to destroy (elec) rts with reasonable efficiency. The damage that the electricity does to a fade can be exploited to kill the fade or force his retreat from a squad of marines he'd ordinarily face (in a manner of speaking, since we're talking about a fade). Also, even if fades are running around, most of the alien team will probably be skulks. While electric rts are easy targets for fades, ordinary ones are easy targets for skulks. Since, with fades about, larger teams of marines are needed and single vanilla marines can no longer hold even defensible areas, there will probably end up being many holes in the marine area for skulks to exploit, so a manpower independent defense could be useful.

    Also, electric rts can be useful for detering attacks on phase gates, making jumps into enemy territory somewhat easier.

    Not that electricity is always good, or efficient, but to deny it's use entirely seems unwise. Also, the alien strategy section seems to frequently report problems with the "slash and burn" strategy that relies on electric nodes. If many alien teams have difficulty dealing with electricity, then it's use can't be completely flawed.

    Finally, it's unreasonable to place the burden of base defense on spawning marines. Usually, the first target of skulks that make their way into base is the ips. It's easy for a skulk to attack marines as they spawn while destroying the ip. In many cases, ips are close together, so one skulk can "defend" both. If marines are coming into the game with a 1 or two hit handicap, then victory against even a lone skulk is chancy, and will likely result in some marine deaths and or medpack expenses.
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    <!--QuoteBegin--Dread+Jan 14 2004, 07:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dread @ Jan 14 2004, 07:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Ded_Guy+Jan 14 2004, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ded_Guy @ Jan 14 2004, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's being taken out ........ /Been taken out, for 3.0

    Wiith minimum distance between structures <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    \o/

    Damn, I never noticed this in the changelogs. If that's true, I'll just SUMF and let this thread sink <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Lol. Joo best do dat foo! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> Naw just messing with ya. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Veal_calfVeal_calf Join Date: 2004-01-12 Member: 25246Members
    i've said it before, i'll say it again, the game already is against the marines for winning, just look at the map stats on a server with lots of good people on it, like <a href='http://www.freaksunleashed.com/ns/maps.html' target='_blank'>THIS</a>, now look at the percent of marine wins, does that look ballanced?, well, except the first one.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin--Spetznaz_1+Jan 14 2004, 05:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spetznaz_1 @ Jan 14 2004, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think you just contradicted yourself. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    no, no he didn't.

    " if you don't know your marines can protect base." means the problem is often the marines. not the comm.
  • SuperTeflonSuperTeflon Join Date: 2003-12-31 Member: 24893Banned
    Yes there is minimum space around buildings. However, the electricity range has been increased. I for one think phase gates should have a HUGE 'mnimum space' around them... they should have to be well protected by MARINES, not just snuggled next to an RT.
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    I love the "F4" mentality.

    "If blah is happening you'll lose anyway". No question about it in their mind!

    "If I see a TF go down at the start, I immediately vote to boot!".. what a stupid way to play the game. You're meant to listen to the commander. If he has a specific goal/plan, etc, you should try to follow it, or get in the chair yourself. This is one of the things wrong with NS.

    It's become a game of science, to an extent. It reminds me of StarCraft.. can you imagine the first months of people playing StarCraft? How dynamic the battles must have been?

    Now it's all about build orders and rushes. People have the numbers jotted down. Everything's figured out. And if you do it wrong, you're a newbie.

    NS is following suit.
  • BigBullBigBull Join Date: 2003-04-02 Member: 15123Members
    3 Turrets=Elec.

    You choose.
  • sTuPiD_iTiaLiAn2ksTuPiD_iTiaLiAn2k Join Date: 2003-12-23 Member: 24677Members
    well it really depends... if you plan on to continusly expand then a "bonsai base" is a good idea.. but if you just want to grab the free floating rts then just have a skilled marine or two in base....

    though in a pub i doubt anyone has the patience to stand still and wait...
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Veal_calf+Jan 15 2004, 05:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Veal_calf @ Jan 15 2004, 05:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i've said it before, i'll say it again, the game already is against the marines for winning, just look at the map stats on a server with lots of good people on it, like <a href='http://www.freaksunleashed.com/ns/maps.html' target='_blank'>THIS</a>, now look at the percent of marine wins, does that look ballanced?, well, except the first one. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This isn't a very good example...

    I don't think that server has skill on it at all.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited January 2004
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->"If I see a TF go down at the start, I immediately vote to boot!".. what a stupid way to play the game. You're meant to listen to the commander. If he has a specific goal/plan, etc, you should try to follow it, or get in the chair yourself. This is one of the things wrong with NS.

    It's become a game of science, to an extent. It reminds me of StarCraft.. can you imagine the first months of people playing StarCraft? How dynamic the battles must have been?

    Now it's all about build orders and rushes. People have the numbers jotted down. Everything's figured out. And if you do it wrong, you're a newbie.

    NS is following suit. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    this is the fate of all games that attempt to use the RTS platform. There will always be ways to optimize the preformance in the start, and fine tone the maneuvours and goals of your units. The diversty of the game will mutate from the original sum of units and structures to the few builds that actually work, that is unfightable. Those who know those builds will enevitably be better at the game then those who don't. I don't see what you are trying to say, you pose an opinionative problem with no solution.

    [edit] that being said, I don't agree with the guy who said he immedaitly boots anyone who builds a TF first thing. I don't like having a newb comm, but I don't think it is apropiate to kick newbs just because they dont know how to play the game. Everyone has to learn somehow.
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